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jhocking

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A member registered Nov 07, 2015 · View creator page →

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just an fyi for the judges, my submission is through the Tokkitron account

The rules look like the answer is "yes" but I wanted to check: am I allowed to develop my game in Unity as long as the final deploy is a web build? I just found out about this jam so I'm looking forward to participating, regardless of the answer!

I had the same question before and asked on Discord, they said General rule of thumb: if it could be used for multiple different games, it's a fine thing to have prepared before the Jam (also it would be great if you also credit all external sources)

so I'll come up with the characters/setting/narrative when the theme is announced, but I can use my existing code for walking around a dungeon, and my existing pixel art asset packs

Doom doesn't fit this genre, but Doom RPG does:

https://www.escapistmagazine.com/what-is-doom-rpg-and-how-can-you-play-it/

It's kind of a mustard and herbs rub.

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Hi! I am an experienced Unity developer who has started several dungeon crawlers over the years. Started but never finished *sigh* so that's why I decided to join this game jam, to jolt myself out of that rut. Here are the projects I'm talking about:

https://newarteest.wordpress.com/2022/10/30/texturing-the-procedural-dungeon/

https://newarteest.wordpress.com/2018/01/27/map-and-combat-wip/

I do have a couple rules clarifications to ask but I'll save those for another post. I'm also thinking I might want to team up with an artist (not 100% sure yet) so let me know if you're interested.

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Looks like this discussion forum isn't terribly active, so i might repost this on discord...

Not yet, on my list to try.

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A search state is an interesting idea. I didn't think of that because something like that is not necessary for my projects (this AI demo is already verging on too smart for the sort of game I'm making, and I wouldn't want the enemies even harder for the player to evade) but something like you suggest would be great for a stealth game.

This is my rule system for lightweight RPG games (both tabletop games and tabletop-feeling video games). It’s somewhat quixotic that I designed a tabletop game system to use in a video game, but I want to recreate that old school feel of bringing an RPG from pen-and-paper onto the computer. The most interesting (possibly unique) part of these rules are the progression mechanics.

https://jhocking.itch.io/cobalt-rpg

Other than just general reactions from rpg experts reading the rules I've devised, I have two specific queries:

1 - What are other games with a skill purchase progression system? This part of my design was mostly informed by an old web game called Urban Dead, and I later realized I should also look at GURPS, but are there other similar systems I can get ideas from?

2 - What are some pros and cons of a class versus classless system? I ask because my system is classless as originally devised, but I can easily make it class-based by having separate ability lists for each class (versus one global list all characters use.) I initially liked the flexibility of a classless system, but I eventually realized class-based does enforce variety of character builds (versus players always choosing the same best abilities).

You corrected it on your main profile page and on this thumbnail image, but it's still wrong on the header image of this page.

psst you misspelled "items"

oo neat, I haven't played any tabletop RPGs in a long time, but this description sounds very similar to Beyond the Supernatural and I was a fan of that game.

Noticed a minor bug: when you sacrifice Souls, Raw Mana production is hidden until you buy a second ghost.

This is way more detail than I'm likely to read, but this dive into the game and adventures is really interesting!

This sounds interesting so I can't wait to read it, plus thanks for introducing me to MÖRK BORG!

Is the room that says END OF VERSION as far as the current version of the game goes? I can see map beyond that, but I can't find any way further...

New build uploaded! I added confetti explosions when you complete a level, and I added right-mouse controls a player requested.

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I'm a solo dev if that's what you mean, and I did all the programming. The graphics (eg. the smoke effects) are mostly cobbled together from stuff I got on Unity's asset store.

Although I made this specifically for the Go, it works so well on desktop too that I'll probably throw in the controls you suggested.

Yeah a list would still be nice, although since my post (almost immediately after actually) this has been changed to at least scroll back and forth, which is a big improvement over only switching in one direction.

Right now when you click the folder to switch object categories, it simply switches to the next category alphabetically. Can this be changed to display a list of all categories, so that you can select which category you want?

I just downloaded Kenny Studio NXT (the new prototype that you just released) on my Macbook Pro, and the first major issue was immediately apparent: I can't delete anything! Presumably the Del key the app responds to is a different key from the 'delete' on this keyboard, since this is a shorter keyboard that doesn't have the numpad and stuff. I think full size keyboards actually have multiple keys for deleting (Backspace, Del, etc.) so you should probably just make your tool respond to all of them.

I had written a Blender script to export data about objects in the scene: https://jhocking.itch.io/dropper-for-blender

Essentially it's a simple level editor. It writes out JSON or XML with the names, positions, etc.

As the description explains, I had first written a Blender script to do this years ago, but Blender's API changed soon after and that script no longer works. Ever since I've been meaning to re-write the script in the new API, and this toolbox jam finally gave me a reason to do it!